Computer graphics technical papers from a while back.

Here, for the record, are some technical papers I wrote in college
and shortly thereafter. More recent efforts have been consumed
by lawyers, further obfuscated, and fed to the US Patent office
(a side effect of corporate patent filing bonuses). Some of the
papers originally produced in LaTeX look a bit ragged on the
screen in the Acrobat viewer but print just fine.

An Introduction To Knot Vectors A tutorial on B-Spline
curves, and in particular, on how to use the knot vector to control
their shape. (PDF,
104K)

Distributed Computation for Computer Animation Originally
presented at the 1987 Usenix Graphics Workshop. A survey of techniques
for lashing together Unix workstations to compute animated movie
frames.(PDF,
187K)

Arc Length Parametrization of Spline Curves. An academic
exercise: How to use Chebyshev polynomials to create spline curves
with arc-length parametrization (PDF,
226K)

The Utah Raster Toolkit Originally presented at the 1986
Usenix Graphics Workshop. Image processing in the days before
Photoshop. Later made popular by Craig Kolb's Rayshade.(PDF,
1.4MB)

Ray Tracing Spline Surfaces with Motion Blur A distillation
of my MS thesis, it describes how to efficiently ray trace spline
surfaces. Some of the techniques, such as the "pixel thresher"
are still interesting.(PDF,
328K)

Tessellation of NURB Surfaces Originally published in
Graphics Gems IV, 1994. As of this writing it's
still in print (and I get a whopping $0.07 for each copy sold!).
A great tutorial on how to turn surfaces into triangles for rendering
or computation.(Amazon)